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88 lines
3.3 KiB
Lua
88 lines
3.3 KiB
Lua
local biter_waves = require "maps.wave_of_death.biter_waves"
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local ai = {}
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ai.send_wave_command = function(lane_number)
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local surface = game.surfaces["nauvis"]
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for _, unit in pairs(global.wod_biters) do
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if unit.entity.valid then
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if unit.lane_number == lane_number then
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unit.entity.set_command({
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type = defines.command.attack_area,
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destination = global.loaders[lane_number].position,
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radius = 32,
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distraction = defines.distraction.by_anything,
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})
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end
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end
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end
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end
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ai.spawn_wave = function(surface, lane_number, amount_modifier)
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local wave_number = global.wod_lane[lane_number].current_wave
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if not biter_waves[wave_number] then wave_number = #biter_waves end
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local is_spread_wave = true
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if amount_modifier == 1 then is_spread_wave = false end
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if not global.loaders[lane_number].valid then return end
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local spawn_position = {x = global.loaders[lane_number].position.x, y = global.loaders[lane_number].position.y - 96}
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for _, biter_type in pairs(biter_waves[wave_number]) do
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for count = 1, math.floor(biter_type.amount * amount_modifier), 1 do
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local pos = surface.find_non_colliding_position(biter_type.name, spawn_position, 96, 2)
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local biter = surface.create_entity({name = biter_type.name, position = pos, force = "enemy"})
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global.wod_biters[biter.unit_number] = {entity = biter, lane_number = lane_number, spread_wave = is_spread_wave}
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if not is_spread_wave then
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global.wod_lane[lane_number].alive_biters = global.wod_lane[lane_number].alive_biters + 1
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end
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end
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end
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if is_spread_wave then return end
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global.wod_lane[lane_number].current_wave = global.wod_lane[lane_number].current_wave + 1
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end
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--on_entity_died event
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ai.spawn_spread_wave = function(event)
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local entity = event.entity
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if not entity.unit_number then return end
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if not global.wod_biters[entity.unit_number] then return end
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if global.wod_biters[entity.unit_number].spread_wave then global.wod_biters[entity.unit_number] = nil return end
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local trigger_lane_number = global.wod_biters[entity.unit_number].lane_number
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global.wod_lane[trigger_lane_number].alive_biters = global.wod_lane[trigger_lane_number].alive_biters - 1
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if global.wod_lane[trigger_lane_number].alive_biters ~= 0 then return end
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for lane_number = 1, 4, 1 do
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if lane_number ~= trigger_lane_number then
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ai.spawn_wave(entity.surface, lane_number, global.spread_amount_modifier)
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ai.send_wave_command(lane_number)
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end
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end
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game.print("Lane #" .. trigger_lane_number .. " has spread biters.")
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end
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--on_entity_rotated event
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ai.trigger_new_wave = function(event)
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local entity = event.entity
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if entity.name ~= "loader" then return end
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local lane_number = tonumber(entity.force.name)
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if not global.wod_lane[lane_number] then return end
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if global.wod_lane[lane_number].alive_biters > 0 then
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entity.force.print("There are " .. global.wod_lane[lane_number].alive_biters .. " spawned biters left.", {r = 180, g = 0, b = 0})
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return
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end
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ai.spawn_wave(entity.surface, lane_number, 1)
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ai.send_wave_command(lane_number)
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for _, player in pairs(game.connected_players) do
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player.play_sound{path="utility/new_objective", volume_modifier=0.3} --dont know if a sound would be annoying in a game with 10 lanes playing ^^ maybe a short sound
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end
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game.print("Lane #" .. entity.force.name .. " has summoned wave ")
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end
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return ai |